Showing posts with label musings. Show all posts
Showing posts with label musings. Show all posts
Tuesday, September 18, 2012
Daidoji Tametaka Sketches
So it's been a couple of weeks since I submitted my L5R remakes to Alderac Entertainment. Since I haven't heard from them at all I have to consider that experiment a bust. It's obviously a little disappointing since I poured a lot of time and effort (hence the sketches seen above) into those artworks for no pay, but at least I have a few nice new portfolio pieces to show for it. It's hard to be too sad though, since I'm consistently getting work offers and will actually be working on a couple of fun things in the next couple of weeks, including a LOT of work for the alpha version of Prison Architect.
Thursday, February 2, 2012
Traffic Game Concepts
I realized with a little dismay that today is February 1, and the game that Luis and I have been working on has yet to see the light of day. It's not that no work was done. In fact the game is mostly complete at this point, and we're just making the final tweaks and hoping to release before the end of this month. Till then, let me share a couple of sketches of the initial game ideas I presented to Luis over bottles of Craft beer.
For the past few months I've had a tortured relationship with my career. I always hated that everything I made is digital and had to impact on the real world. I wanted to do stuff that changed the environment (Metro Manila) I lived in, and there was never going to be a way to do that through making art for games. I went through a brief, insane moment where I was semi-seriously considering going back to school to become an architect or railroad engineer, basically anything that lets me affect the world around me in a positive way.
After these flights of fancy died down however, I realized that even if I did push through with this radical career change, it would take me years of study and building up a career before I even managed to do anything remotely near as world-changing as I want to. I already feel like I'm running out of time as it is. So I made a compromise with myself : I will satisfy the urge to fix the problems I see around me by making games about solving them.
The first problem I wanted to "solve" was traffic. Solving traffic marries my love for efficiency with my almost disturbing fetish for mass transit. This first game idea doesn't actually touch on mass transit however. It's more about managing the flow of vehicles. People love to complain about how bad traffic is and how they could do a much better job than our traffic enforcers (which may be true), so I wanted to make a simple game about how managing even a couple of intersections can be pretty damned hard. It's very much inspired by this game I found while doing research on traffic games, but I wanted to streamline it as well as make it aesthetically prettier than it is right now. Gridlock Buster goes deeper into actual traffic management systems used by traffic engineers worldwide, and while I personally find that fascinating, I don't know that it would translate into good gameplay.
My second game idea has to do a lot more with efficiency and making traffic lighter. The basic idea is to map out a route for a bus or other mass transit system based on the number of users on that route. So a successful route would be one that managed to serve the most number of customers and be profitable while not creating too many stops and slowing things down. This sketch was even color coded according to the density of the city blocks. This was inspired by the game Cities in Motion, which is a game that is based solely around creating Mass Transit (ie it was made for me). This was the game that opened my eyes to the possibility of creating games about traffic. It's not a triple A game by any means and it's not raking in triple A money, but it's a well made niche game made by a small team that's profitable.
Ironically profitability is one of the things that I feel makes the game less interesting than it could be to me. I felt that the overriding purpose of the game was to make a profitable company, and not to ease congestion and make traffic and public transport better. That's not necessarily a huge problem, but I never felt like my transit systems were making much of a difference improving the flow of traffic. In fact in some cases, like operating bus lines, it ended up making the traffic worse, which undermines the whole point of mass transit.
This second game idea of mine would place slightly less emphasis on profitability and more on improving traffic flow and efficiency. Plotting out a good route would not only make you a tidy profit because more people will want to use your services, it will also create visible improvements in the traffic situation.
Luis and I ultimately chose to make the first game because it was much simpler. This being our first game ever, we wanted to try something that wouldn't be too complicated and discourage us too quickly. The second game idea is the one I like better, and offers the possibility of a much deeper, complex game system, but that will have to wait.
For the past few months I've had a tortured relationship with my career. I always hated that everything I made is digital and had to impact on the real world. I wanted to do stuff that changed the environment (Metro Manila) I lived in, and there was never going to be a way to do that through making art for games. I went through a brief, insane moment where I was semi-seriously considering going back to school to become an architect or railroad engineer, basically anything that lets me affect the world around me in a positive way.
After these flights of fancy died down however, I realized that even if I did push through with this radical career change, it would take me years of study and building up a career before I even managed to do anything remotely near as world-changing as I want to. I already feel like I'm running out of time as it is. So I made a compromise with myself : I will satisfy the urge to fix the problems I see around me by making games about solving them.

My second game idea has to do a lot more with efficiency and making traffic lighter. The basic idea is to map out a route for a bus or other mass transit system based on the number of users on that route. So a successful route would be one that managed to serve the most number of customers and be profitable while not creating too many stops and slowing things down. This sketch was even color coded according to the density of the city blocks. This was inspired by the game Cities in Motion, which is a game that is based solely around creating Mass Transit (ie it was made for me). This was the game that opened my eyes to the possibility of creating games about traffic. It's not a triple A game by any means and it's not raking in triple A money, but it's a well made niche game made by a small team that's profitable.
Ironically profitability is one of the things that I feel makes the game less interesting than it could be to me. I felt that the overriding purpose of the game was to make a profitable company, and not to ease congestion and make traffic and public transport better. That's not necessarily a huge problem, but I never felt like my transit systems were making much of a difference improving the flow of traffic. In fact in some cases, like operating bus lines, it ended up making the traffic worse, which undermines the whole point of mass transit.
This second game idea of mine would place slightly less emphasis on profitability and more on improving traffic flow and efficiency. Plotting out a good route would not only make you a tidy profit because more people will want to use your services, it will also create visible improvements in the traffic situation.
Luis and I ultimately chose to make the first game because it was much simpler. This being our first game ever, we wanted to try something that wouldn't be too complicated and discourage us too quickly. The second game idea is the one I like better, and offers the possibility of a much deeper, complex game system, but that will have to wait.
Wednesday, November 23, 2011
A Princess of Mars Art Order Challenge (Update)
It's been a rough couple of weeks. I know I've been slow to update this week, and a lot of that is because I've been busy with my current project (which I'm itching to announce) and also because my sister has just arrived with her family after a decade away from the Philippines so I'm hanging out with her and my niece and nephew, whom I've never met in real life before.
But I've also been battling a strange emotional roller coaster with my art career. It's too long and involved for me to go into detail right now but I know it's been affecting my motivation to create new artwork, which really sucks. One casualty may be my "A Princess of Mars" Art Order challenge entry. The image above is what I've gotten so far, and is likely about as far as I'll go with it. I'm going to be in Batangas for the next few days relaxing on the beach with my family, so that cuts heavily into any more time that I could spend on this. Even if I weren't going, I haven't exactly been jumping at the opportunity to work on this like my previous artworks, often I'll make a few desultory brush strokes and then walk of or surf the net for a bit. It's a very unsettling feeling, and I'm hopeful my beach trip will help recharge me a bit.
Wednesday, September 14, 2011
Art Musings : Abandoning Artwork
Sometimes when you embark on the piece for the wrong reasons it just never turns out right. This was originally supposed to be an entry for the Creature of the Week challenge on conceptart.org, but I also wanted it to be a test for me to see how far i could take a piece that I hadn't really thought about. Creating any kind of illustration or concept art for me is a long, drawn out process of thumbnails, composition sketches, lineart, rendering, and finally coloring. The past few weeks that I've thrown myself into these challenges have been so exhausting I wanted to try just shitting something out without going through the entire process, and this is what I ended up with; an artwork that's just barely good enough for me to look at without cringing. There lots of issues to be work out here, chiefly the area where the rider interacts with his mount. However since my heart's not in it and I don't have a client I'm responsible to I think I'll let this one go.
Wednesday, September 7, 2011
Art Musings : High and Lows and a Need for Cheap Chewing Gum
"But isn't that true of creating art in general?"
This was an exchange I had with my friend Caroline a week ago after she complimented me on my recent work. I explained to her that yes, the creation of art (or almost anything for that matter) naturally comes with highs and lows, but that I was trying to compress so much art education and practice in such a short amount of time that the highs and lows were compressed, almost tumbling over each other in their effort to take control of my limbic system. I'm going to risk chavinism right now by wondering out loud if this is what a woman's period feels like.
The intense stress generated by this has lead to some peculiar nervous tics, reflexes that I find very difficult to control, especially when I'm in the middle of flow. A few weeks ago it was a simulated acid reflux, where I would involuntarily choke up bile (or some sort of acidic fluid) up my throat at regular intervals. This was extremely discomforting to I did my best to tamp it down, but recently it's been replaced with grating my tongue over my teeth, specifically the right side. This has been far more difficult to control. I tried inserting my lower lip under my upper teeth (easy because I have an overbite) to prevent the tongue from moving, but I worry about misshaping my mouth even more, and an expensive trip to the orthodontist.
My new ingenious solution is to chew gum. Not only does this give my mouth something to do while I'm in the throes of flow, it ostensibly will help me burn calories as well. Now all I need to do is find cheap brand gum i can buy wholesale, ideally sugarfree.
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